Posted - 2011.12.14 20:19:00 -
[222] - Quote
New version is available. Please note that some Tech I meta modules were renamed and they'll disappear from setups when migrating from older EFT versions to new one.

Ciphas cain wrote:

It saying bad hash for me when i try to download the file.

You mean md5 hash has does not much specified in the first post? If so it should not matter now as new version has been uploaded. Otherwise please clarify.

Posted - 2011.12.15 14:10:00 -
[224] - Quote
I was really looking forward (as a rookie) to trying out EFT (specially since I'm a Delphi programmer!), and boy I'm impressed! I know exactly how much effort goes into such a complex GUI, and you've done a fantastic job with a lot of data!

There are a couple of minor issues I'd like to mention, just as a new user perspective. I do hope I'm not missing the bleeding obvious here, or standing on anyone's toes...

Probably the biggest drawback (for me, anyway) is that slot info doesn't seem to be available in EFT. At least, I can't seem to find it... Would it be possible to add a slot designator in the info panel for all equipment? Or (maybe simpler) a slot indicator right next to the CPU/GRID columns in the equipment list panel would be really helpful for us rookies.

I love the fact that I can add stuff past my cpu/power capacity, that's really useful to see in a leisurely mode! It would also be really helpful to see why a piece of equipment can't be added to a given ship or configuration, rather than just the no-go cursor. For example, fitting any type of projectile weapon or mining laser (in fact, any high slot equipment I'm interested in test-fitting) to say, a Covetor (which has 3 high slots) fails- and I can't tell why without looking up stuff on the web. This is obviously a rookie/newb issue, or ppl would have been screaming before now (I assume! ).

I noticed some comments from early on in the thread about mining support, so I was wondering if that's still the case, or have I misread something? I assume I'm missing something, since mining's a fairly popular way of grinding isk for newcomers... If you haven't had a chance to update mining-related tools, if there's anything I can do to help out (as far as boring old rock chopping parameters/needs goes) please let me know, I'd be happy to bore you (pun intended ).

I couldn't seem to update prices for anything via the "Query from web" doubleclick. That may just be me, but it would be really useful if i could tell why the price didn't update (protocol problem, proxy, server down, etc). Of course, I apologise if this functionality isn't supported yet.

I realise that all this info is publicly available in various places online, but some info and combos appears to only be found in-game; and I'm using EFT on my underpowered, overheated laptop-slash-boat anchor, not my shiny ++berserver where I normally play/die. So finding in-game info is a bit of a pain in this (possibly corner) case.

Having said all that, you've put a heck of a lot of blood, sweat, & time into this, and it shows! It's so helpful to be able to fiddle with my tiny ships and dream of bigger and badder things once I get a few more commas in my isk balance! Thanks for the program, and I hope to be using it for a long time to come!Minmatar OutBondSebiestor JourneymanReal-life CyborgPart-time PoetPhilosophical Sceptic (Will work for food / ISK)

About module slots: you can enable different colors in the Preferences to be used to denote module slots. It's easy to add slot information but it's not like every module use different slot - in EVE modules are split in a few large groups which use same slot (like weapons use high slots, shield stuff goes to med, armor to low... etc) so I think it requires just a few days of practice to remember them all and by then additional slot type line will become redundant for you. At least that was my logic why I haven't added slot info and judging by almost lack of complaints about this I seem to be right.

About the reasons why you can't fit something: there is only one case when you can't fit a module and no explanation dialog box appears - it's when you have no turret or launcher slots for it. Yes, it isn't very user friendly but there is a reason for that: weapons are usually fitted either by rapid double clicks or by fitting shortcuts and if there would be a dialog it would be spawned every time user fills his highs with guns.

Mining? Whats wrong with it? I don't recall any problems.

Price updates are disabled by default. You need to enable them in the Preferences.

Kahega Amielden wrote:

Is the DPS graph broken?

a 1% increase in target velocity along the same vector (no change to fit, equipment...) resulted in a ridiculous jump in the graph.

Stiletto seems to start outrunning drones at 55% of speed.

NightmareX wrote:

EFT is showing that my Vindicator setup are doing 1649 DPS while it shows that my Vindicator are doing 1668 DPS both on the ingame fitting stats and pyfa.

It's because of reload time setting probably. If not I need to know setup to be able to analyze discrepancy.

Posted - 2011.12.17 15:19:00 -
[231] - Quote
Gripen, you deserve an awesome trophy for your bookshelf for creating and continuing to support this awesome tool. I downloaded the new version and couldn't be happier!"The world as we know it came about through an anomaly (anomou)"(The Gospel of Philip, 1-5)-a

Posted - 2011.12.18 00:02:00 -
[233] - Quote
Why I run it, a box pops up saying "Read beyond end of file"but it runs and then says "Access violation at address 00404F1A in module 'EFT.exe'. Read of adress 00000000." when I try to open the ship browser. Only rookie ships -> impairor is available for selection.Windows 7 here btw.

Posted - 2011.12.19 04:00:00 -
[238] - Quote
Got a question for the builders of this program

In the projected effects area can you PLEASE add the ability to add the scripts into it as well? atm you can drag stuff like tracking links, remote sensor boosters, tracking disruptors, sensor damps and such in but its just the base module data that gets added not if you have a script added.

Alright...i figured out my earlier post...but now I ran into the infamous "wininet #127" error

Am i right to assume there is not currently a fix for this...just want to know so I do not spend hours trying to find an answer when there is not one yet.

Thanks for any help...you guys are awesome

From Gripen's post on page 1

Known issues:

On some systems (mostly Vista x64) API skill import fails with either Unknown WinINet Error #18 or Unknown WinINet Error #127. Some people stated that doing multiple import attempts fixed the issue for them but otherwise there is no workaround for this problem at the moment.

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